T&I engine: traversal and intersection engine for hardware accelerated ray tracing
Ray tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First,...
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Veröffentlicht in: | ACM transactions on graphics 2011-12, Vol.30 (6), p.1-10 |
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Format: | Artikel |
Sprache: | eng |
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Zusammenfassung: | Ray tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First, we present an ordered depth-first layout and a traversal architecture using this layout to reduce the required memory bandwidth. Second, we propose a three-phase ray-triangle intersection architecture that takes advantage of early exit. Third, we propose a latency hiding architecture defined as the ray accumulation unit. Cycle-accurate simulation results indicate our architecture can achieve interactive distributed ray tracing. |
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ISSN: | 0730-0301 1557-7368 |
DOI: | 10.1145/2070781.2024194 |